Classic Game Review: Time Ship

Judith Kane knelt on the dais and carefully read the plaque placed under the casket. “Kill the most birds!” the inscription said. “Hmm!” Kane thought with the best of Sam Spade’s cynicism showing through, “Looks like I can blame Howard the Duck.” She left the dais and faced the surrounding mist, followed by Bertram Trenchcoat, a staggeringly inept android assistant. Suddenly, a gang of mist dwellers attack.

Judith dismissed her trusty Smith & Wesson, only to discover that he hadn’t seen the plump little mist-dweller approaching her. “Damn,” she cursed herself with a 1940s euphemism, “Sam Spade wouldn’t have missed!” The mist dweller attacked and cut her knee. “Wasn’t he supposed to be a blackjack to the back of the head?” She fired again and saw the attacking mist dweller fall to the orange dust in an agonizing death, then she turned to face the next attacker.

TIME SHIP (TS) is not just another adventure game. It is a role-playing system. In TS, players can travel through time through an ancient knowledge of the power of the mind and universal energy. The system documentation is excellent for setting the parameters of the game environment.

Unlike many systems that are restricted to a certain time period, task and/or adventure modules that will be released at a later date will be free to explore any historical or historical era. The documentation helps the first-time player set up the system by guiding the novice through the process of creating a player and data disc. The Player Disc may contain character files for up to 10 players. After creating the player’s data and disks, the program prepares the player for the game and allows the character generation process (time traveler guild registration) to begin. Like many role-playing systems, TS begins by quantifying attributes. Unlike some RPG systems, the amounts by which basic attributes are described are determined by the player (not randomly assigned). These attributes are: Strength, Charisma, Dexterity, Stamina, and Intelligence. The experienced RPG player will be familiar with his role within the system.

All five attributes start with a value of 50 (below average) and the player has 60 points to spend on creating the character has a Weapons To Hit Number (WTHN) that reflects the character’s proficiency with that weapon (within 19 different categories). Each WTHN starts at 60, and since the lower the WTHN, the more likely a character is to hit, the player is given 60 points to subtract from the 19 WTHN categories. That concludes the character generation (or guild registration) process. Following the tradition of most role-playing game systems, the player then has the responsibility to equip their character. Of course, he makes a difference where one goes as to what he will need on the adventure. In MURDER AT THE END OF TIME, the introductory module included with the base system, the player is warned that the weaponry is likely to be limited to the standard 20th century detective problem. The player is also warned in the module’s information sheet that many items that were brought into the timestream will be lost or their effectiveness will decrease. These factors and the opportunity to choose one’s own team increase the interest in this game.

Unfortunately, the introductory module is not as well executed as the gameplay. The game system requires consideration of one’s “Charisma” value, but interaction with NPCs and suspects is extremely limited. For example, at one point the character meets a nymph in the woods. Attempting to initiate any form of dialogue and/or questioning with her, the character is put off by the statement that he shouldn’t talk to strangers. At another point, when the character attempts to question the deceased’s “butler”, he is told that Igor cannot hear. Also, one would think that after all the time spent creating a combat-ready character, one would be able to initiate combat.

This is not always true. If one attempts to attack Igor, the player is told that Igor is unaffected by the character’s attack to his knee. I find it hard to believe that a revolver bullet will be dismissed as a pathetic attack, even if it is aimed at the victim’s knee. Why create an elaborate and well thought out combat system to use against the denizens of the mist and not against obstacles to research?

However, even the module has some interesting features. I especially liked seeing what the show does when an obscenity is written. The show says, “Say you’re sorry, you silly fool.” It will not accept any other input from the keyboard until the word “sorry” is entered. I also found the in-module graphics and fast-scrolling text pages for the basic system to be aesthetically pleasing.

However, the module contains too many dead ends, some of which act like a Deus ex machine. For example, knowing that pressing a certain button causes the character to fall through an iris opening and into the cargo hold of an alien ship, Judith Kane attached a rope to a stationary object and pressed the button. When Judith couldn’t find a way out of the cargo hold, she began to climb the rope, only for an invisible mist dweller to pull the rope up and out of her reach, moments before she pulled her up. grab. Also, there are many times when it might be advantageous to do something destructive to escape or investigate, but the program just won’t allow it. Spelling errors are also distracting. It is highly unlikely that the decedent was killed with a wooden “steak”, unless he was prop food with a very sharp edge. Also, one gets the impression I noted at the beginning of this review that the phrase “Kills most birds” is an important clue.

Watch for misspellings and avoid frustration. I’m impressed with TS as a potentially interesting game system, but I was disappointed with how the introductory module failed to make use of the system’s strengths. One can only hope that the future task (where the character must perform an action, i.e. assassination, rescue, etc.) and adventure (where the character can explore a time environment to solve a given problem) modules will use more than the integrated features of the system. If future modules will exploit those strengths, Five Star will give Info COM some excellent competition.

You may also like...

Leave a Reply

Your email address will not be published. Required fields are marked *